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Weapons NOT breaking


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#1 Nocturne

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Posted 12 February 2013 - 01:08 PM

Hey guys, been playing for awhile now, and am in Chapter 3 (Recently arrived in Nashkel, about to go kill Dynaheir for Edwin and then clear the mines), but so far not a single weapon has broken. My last time playing BGT (Only got to Beregost before I realized I had old mods installed which created som unwanted behavior), weapons broke every now and again, adding to the immersion. I haven't intentionally installed anything that prevents the breaking of weapons (I know there are components for this, also components that makes armor shatter too - I didn't touch anything as I'm looking for the vanilla experience).

 

I'm attaching my WeiDU-log incase anyone wants to take a look. Thanks for reading. :)

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#2 hook71

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Posted 12 February 2013 - 01:53 PM

Something might be broken here. Another similar report.



#3 Jarno Mikkola

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Posted 12 February 2013 - 02:21 PM

Erhm, yeah, there might be something that's going on with the character AI...


Edited by Jarno Mikkola, 12 February 2013 - 02:23 PM.

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#4 Mike1072

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Posted 12 February 2013 - 03:23 PM

BGT implements nonmagical weapon shattering by adding an effect to each nonmagical weapon's .itm file.  If anything overwrites those files, the weapons will not have the effect and will not shatter.

 

I can verify this will happen if you install Item Revisions' main component after BGT.  IR doesn't (but should) include BGT's weapon-shattering patch if it detects BGT is installed.  (This partially explains the report hook71 linked to; that poster installed BGT, followed by IR's main component, followed by BGT-Tweak's shield shattering component, so no weapon shattering is expected behaviour, but shield shattering should have worked fine.)

 

The OP isn't using IR, but some other mod may be interfering in a similar manner.  Running a change-log on a nonmagical item, like sw1h01.itm, will yield more information.



#5 Nocturne

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Posted 12 February 2013 - 11:04 PM

Thanks for the replies, all.

 

As Mike said, I don't run IR, and I am not using the components that makes armor/shields shatter too (I think that'd drive me nuts! :D). How do I perform such a changelog?



#6 hook71

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Posted 13 February 2013 - 01:22 PM

You could try this or read Jarno's guide here.



#7 Nocturne

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Posted 15 February 2013 - 01:29 AM

Trying to follow the instructions as best I can, but I messed up somewhere.

 

 

:: Replace ########.### and ********.*** with the file name you are looking for.
:: Run the batch file in the BGII directory and see the change-log.txt.
:: You can make multiple logs from multiple files if you copy-paste the last line, change the log txt files number and remove the "::" at the start.

 

:: Ersetzt ########.### und ********.*** durch den Dateinamen, nach dem Ihr sucht.
:: Führt die Batch-Datei im BGII Verzeichnis aus und seht in die change-log.txt.

 

WeiDU.exe --log nul --change-log sw1h01.itm >change-log/change-log.txt --out change-log
:: WeiDU.exe --log nul --change-log sw1h01.itm >change-log/change-log1.txt --out change-log

 

 

I have also tried replacing the "####" "****" in the first line, but I still get them nasty parse errors (underlining to highlight where I put the text).

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Edited by Nocturne, 15 February 2013 - 08:51 AM.


#8 Nocturne

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Posted 15 February 2013 - 09:40 AM

Er, guys... what the...!

 

Shar-teel's sword just broke up in the Xvart Village! :woot:  :blink: It's ah, seems to be working now...I have no idea how/why or what's been going on this playthrough...it seems the percentage chance of a weapon breaking is REALLY low. I'm quite baffled; always in the past, my weapons have broken atleast some 5-10 times before even arriving in Nashkel. This time, not a single weapon has broken up until now. :WTF:

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#9 Jarno Mikkola

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Posted 15 February 2013 - 09:58 AM

Erhm, you probably should remove the SETUP-BGT.TP2 file from the game folder, as it will cause the above issue for whatever reason...

The weapon break chance should be about 0.5% with every (normal weapon) strike... actually it's 1% chance, but then there is still an equal chance of it actually breaking and then not breaking.
Was there anything special about the weapon, like it being a mod added weapon. And no, you need to look at it through the Shadowkeepers inventory view to know the .itm code and so know if it is mod added or not.
Parse error (state 680) at LPAREN

[SETUP-BGT.TP2] PARSE ERROR at line 9407 column 1-10
Near Text: (
GLR parse error

[SETUP-BGT.TP2] ERROR at line 9407 column 1-10
Near Text: (
Parsing.Parse_error
ERROR: parsing [SETUP-BGT.TP2]: Parsing.Parse_error

FATAL ERROR: Parsing.Parse_error

Edited by Jarno Mikkola, 15 February 2013 - 10:04 AM.

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#10 Nocturne

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Posted 16 February 2013 - 01:06 AM

Erhm, you probably should remove the SETUP-BGT.TP2 file from the game folder, as it will cause the above issue for whatever reason...

The weapon break chance should be about 0.5% with every (normal weapon) strike... actually it's 1% chance, but then there is still an equal chance of it actually breaking and then not breaking.
Was there anything special about the weapon, like it being a mod added weapon. And no, you need to look at it through the Shadowkeepers inventory view to know the .itm code and so know if it is mod added or not.
[WeiDU.exe] WeiDU version 22700
[WeiDU.exe] Using scripting style "BG2"

FATAL ERROR: Sys_error("SETUP-BGT.TP2: No such file or directory")

That's what happens when I remove said tp2. xD

0,5%, yikes! I'd have wagered atleast 5% in the past, now it makes more sense! That's abit boring actually, I'd have preffered 5% myself - is there a component somewheres that deals with this? I don't think I saw anything, that'd be a good idea, imo. I'll wager one could also open up some file somewheres and have a looksee, hmm? :]